Well, I guess what bothered me the most is toward the end I saw a lot of people shouting for "experienced" players only for boss fights, or fights where they need exactly two WHM, two BLM, two MRD and two LNC or something like that. It would take a long time to find the right party. I understand the need for a tank, healers, and damage dealers. I don't know if it was the boss fight environment itself or how the classes were limited, but it just seemed like it should be easier to dive into a fight without prior knowledge of the battle and still be able to muster a win. Something was limiting the parties. If there are going to be instanced dungeons and a lot more new players coming into the game, there needs to be more freedom in the classes.

For example: If your WHM died (which is entirely possible because they have low defense) nobody is able to cure or raise and then everyone else dies pretty quick afterwards. On Ifrit, people were opting to go in as THM instead of BLM so they could have a raise ability. They shouldn't have to do this, but should either have raise still available, or an item to raise.

One good example I have is FF Tactics, where you could go into battle with a variety of classes and sort of compensate for some classes by using the strengths of others. Instead of using a BLM and nuking the enemy, you could use time magic and slow down the enemy to get in more hits, or you could use an archer and disable the enemy with some strategic shots. Instead of a WHM for curing poison or using shell/protect - an alchemist could throw a lunar curtain or a remedy around or a mega-potion to cure the party. Instead of a tank taking all the hate and damage, maybe a strategy where two or three lancers have turns with hate and divide the damage among them.